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The Emperor's Angels
The Emperor's Angels
A Homebrew Supplement for Wrath and Glory for the Adeptus Astartes
The Adeptus Astartes
"They shall be my finest warriors, these men who give of themselves to me. Like clay I shall
mould them and in the furnace of war I shall forge them. They shall be of iron will and
steely sinew. In great armor I shall clad them and with the mightiest weapons shall they be
armed. They will be untouched by plague or disease; no sickness shall blight them. They
shall have such tactics, strategies and machines that no foe will best them in battle. They
are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space
Marines...and they shall know no fear."
— The Emperor of Mankind
Compared to the endless legions of the Imperial Guard, the Space Marines are relatively
few in number. With but a thousand marines per chapter, at least by the strictures of the
Codex Astartes, it is unlikely that there are many more than a million Astartes active at
any one time.
However, what the Space Marines lack in quantity they make up for with centuries of
combat experience, some of the best wargear in the Imperium, and a series of drastic
enhancements that leave even the mightiest human being as a child in comparison. Each
Astartes is a killing machine, only human in the loosest sense of the word, and dedicated
mind, body, and soul to the destruction of mankind’s opposition.
While all Marines are loyal to the Emperor, the Imperium, and the Chapter, not all go
about their service in the same way. Many specializations exist, and far, far many more
chapters, each with unique cultures and tactics. Many rules bend or break in the
presence or absence of outside factors, and some can become unidentifiable when
compared to more conservative chapters.
However, to be an Astartes is to be the Emperor’s will made manifest, to have His blood
flowing through your veins, and to serve with all your being a destiny greater than
yourself, greater than anything else. Unlike a guardsman, you do not fight for your
world, your family, your farm. You fight for Humanity itself, to purge the daemon, burn
the heretic, slay the mutant, and destroy the alien.
There are far, far too many chapters within the Adeptus Astartes to possibly list, but this
list will incorporate rules for several of the most popular/well-known. The nine loyal
First Founding chapters may be found in the core rulebook.
Angels Encarmine Blood Angels Decorated marines who rarely rest or recuperate between missions
Angels of Absolution Dark Angels Proud marines that believe themselves free of the sins of the Fallen
Angels of Dark Angels Infamous for pursuing their own goals at the cost of Imperial victory
Redemption
Angels of Vengeance Dark Angels Determined, unforgiving slayers of Xenos and Chaos Space Marines
Angels Sanguine Blood Angels Secretive warriors who never reveal their true face to their allies
Angels Vermillion Blood Angels Isolationists who distance themselves from other Sons of Sanguinius
Black Consuls Ultramarines Dying chapter that seeks to earn lasting glory before being destroyed
Black Templars Imperial Fists Anti-psyker melee specialists that disregard the Codex Astartes
Blood Drinkers Blood Angels A blood-focused chapter with many intricate and strange rituals
Blood Ravens Unknown Scholars and lore-seekers that have a high number of librarians
Carcharodons Raven Guard Trackers and hunters with a brutal combat style and tribal culture
Celestial Lions Imperial Fists Specialists in diversionary tactics, almost wiped out by “Ork snipers”
Consecrators Dark Angels Seekers of ancient legion relics, they have a well-stocked reliquary
Crimson Fists Imperial Fists Strong defensive fighters that focus on killing Orks and other Xenos
Disciples of Caliban Dark Angels Genetically pure marines who focus heavily on hunting the Fallen
Doom Eagles Ultramarines Morose marines that focus on death and aerial jump assaults
Excoriators Imperial Fists Attrition fighters who refuse to back down even to their last breath
Fire Angels Ultramarines Imperial Creed zealots and jump pack assault specialists
Fire Lords Unknown Tribalistic warriors with a cultural obsession with flame weapons
Flesh Tearers Blood Angels Brutal melee berserkers, driven to drink the blood of their foes
Genesis Chapter Ultramarines Prideful chapter that keeps close ties with the Ultramarines
Guardians of the Dark Angels Scholars and tacticians who put a low emphasis on the Fallen
Covenant
Hammers of Dorn Imperial Fists Codex Tactic Specialists that hold a Rivalry with the Ultramarines
Howling Griffons Ultramarines Proud Codex-compliant chapter with a special hatred for Word Bearers
Iron Knights Imperial Fists Siege Warfare and Vehicular Assault Specialists
Knights of the Raven Unknown Suspected Raven Guard sons who strive to prove their chapter’s worth
Mantis Warriors White Scars Guerilla Warfare specialists seeking Redemption for their failure.
Marines Errant Ultramarines Naval combat specialists, very understrength due to Chaos attacks
Minotaurs Unknown Highly antagonistic, believed to be servants of the High Lords of Terra
Mortifactors Ultramarines Tribal warriors who devour the flesh and blood of their fallen enemies
Novamarines Ultramarines Highly dispersed chapter on the edge of Imperial Space, Xenos hunters
Raptors Raven Guard Pragmatic guerilla fighters that use conventional warfare and stealth
Red Scorpions Unknown Radical purists that despise corruption and strongly hold to the Codex
Silver Skulls Ultramarines Devout, ritualistic warriors who seek guidance in the Emperor’s Tarot
Sons of Medusa Iron Hands Scavengers and craftsmen who have a troubled past with their origins
Sons of the Phoenix Imperial Fists Newfound Primaris Chapter, show unusual fanaticism and loyalty.
Subjugators Imperial Fists Exterminatus Specialists reputed for notoriously high civilian
casualties.
Star Phantoms Unknown Tactically flexible Marines who believe the ends justify the means
Steel Confessors Iron Hands Mechanicus-aligned marines with many vehicles and weapons
Storm Wardens Unknown Proud, isolationist swordsmen who fight in search of honor and glory
White Consuls Ultramarines Defenders of the Eye of Terror that work with the Imperial Guard
Shrouded in Secrecy: The practices of the Though their tactics would place them as
Exorcists are kept secret, but they sons of Vulkan, the Fire Lords are
possess knowledge of Daemons some actually successors to the Imperial Fists.
would find heretical. An Exorcist suffers The Fire Lords are most famous for their
a +2DN penalty to Interaction tests with invention of the Land Raider Redeemer,
those with the Adeptus Ministorum which is used by hundreds of chapters,
keyword. as well as the tattoos they ritually cover
themselves with, giving them the
Fire Angels appearance of being on fire, blackened
with soot and ash.
Primarch: Roboute Guilliman
Flames of Cleansing: A Fire Lord is rarely
The Fire Angels are an exemplary seen without a flame weapon, and unlike
fighting force, showcasing Zeal rarely the Salamanders, they have no
seen even amongst the Astartes humanitarian beliefs preventing them
Chapters. Their fanaticism and their from using such weapons to their fullest
dedication to the Codex Astartes would potential. A Fire Lord wielding a weapon
make them model Astartes, were it not with the Blaze and Blast traits may spend
for a serious flaw. The Fire Angels a Glory to increase the size of the Blast
devoutly follow the Imperial Creed, as by one category (Blast (Medium)
opposed to the Imperial Truth that the becomes Blast (Large), etc.) for one
majority of Astartes Chapters follow. round.
This has lead to them being viewed with
Devotion to the Flame (Tradition): The Chapter has remained closer to their
Fire Lords treat fire with an almost primogenitor than perhaps any other.
divine reverence, using it in their rituals Sometimes even going so far as to second
and training almost exclusively with it marines to the Ultramarines when they
for combat. A Fire Lord suffers -2d to hit take extreme losses, the Genesis Chapter
with all ranged weapons that do not is fully committed to carrying out the
have the Bolt, Fire or Melta keyword. will of Guilliman.
Path of the Pure: Through rigorous Fated: The Silver Skulls monitor the
testing and the abundance of winds of fate as intensely as they
Apothecaries in the chapter, the Red monitor their enemies, and in doing so,
Scorpions have an abundant amount of believe themselves better able to
high-quality gene-seed. A Red Scorpion perform their duties. A Silver Skull starts
may spend a glory to reduce any each session with one more Wrath than
corruption he gains by 1 to a minimum they normally would.
of 0.
Destiny’s Hand (Tradition): To deny what
Purge the Taint (Tradition): A Red the Prognosticators tell of what is to
Scorpion despises any form of impurity. come is tantamount to heresy. The future
While this manifests in battle as the is a matter of grave importance to the
destruction of the Emperor’s foes, out of Silver Skulls. If a Silver Skull acquires
warfare it comes off as grating and knowledge of an event that has yet to
antagonistic, questioning the orders of occur through means such as an
those they consider less pure than Emperor’s Tarot reading or from one of
themselves, which is everyone. A Red the chapter’s Prognosticators, and he
Scorpion suffers a +2DN penalty to chooses to disregard it, the GM gains 2
interaction tests with anyone outside the Ruin.
chapter.
Sons of Medusa
Silver Skulls
Primarch: Ferrus Manus
Primarch: Roboute Guilliman
The Sons of Medusa were born out of the
Moirae Schism, which brought the Iron
Hands and their successor chapters to reputation for their penchant for
the brink of civil war. The cleansing the worlds they conquer with
Moirae-faithful Iron Hands were exiled extreme vengeance and leaving a world
and would go on to avoid renegade ready to be converted. All Sons of the
status, as well as later proving to the Phoenix gain +Rank bonus dice to
High Lords that they were worthy of Interaction tests with those who have the
being their own chapter during the Age Adeptus Ministorum keyword.
of Redemption.
Perfection In All Things (Tradition): The
Expert Scavengers: A favored tactic of the Sons of the Phoenix are proud and fierce
chapter is to hunt down and war with perfectionists, they seek to be the
traitor Astartes chapters for the sole greatest that they can possibly be, and
purpose of plundering their equipment. failure in a task the marine deems
Thanks to their skills at techno-exorcism, important is the ultimate sin. When a
this is made possible, not to mention Son of the Phoenix spends a Wrath to
their already-considerable forge reroll a test, and the test again fails, the
resources. A Son of Medusa gains a +1d DM gains 2 Ruin.
Bonus on Influence tests.
Star Phantoms
Curse of Moirae (Hardship): A permanent
stain has been left on the honor of the Primarch: Unknown
Sons of Medusa, and this effect is felt
when they deal with their progenitor A mysterious and isolationist chapter,
chapter and the Adeptus Mechanicus. A the Star Phantoms have wandered for
Son of Medusa suffers a +1DN penalty on many years, only recently gaining a
Interactions tests with individuals with homeworld after the Badab War. While
the Iron Hands and Adeptus Mechanicus nominally followers of the Codex, they
keywords. maintain that no particular strategy is
better than any other, though they favor
Sons of the Phoenix plasma and melta weapons. However,
their lack of concern for collateral
Primarch: Rogal Dorn damage led to Lord Solar Macharius
naming them "Totally unsuitable for
One of the newest Primaris Based tactical close support of other Imperial
Chapters, the Sons of the Phoenix are units."
relatively untested, but have shown
serious promise. The Sons of the Phoenix Ranged Devastation: The Star Phantoms
shown themselves to be excellent care not how the enemy dies, only that it
Crusaders, lead by their Chaplains on does, but they do seem to favor the use
Crusade and followed closely by the of ranged weapons, keeping 3 devastator
Ecclesiarchy priests to spread the word squads per battle company. A Star
of the Imperium to the newly converted.. Phantom adds +½ Rank to Ballistic Skill
tests with Heavy weapons.
Primaris Legion: All Sons of the Phoenix
Rejected Lineage (Tradition): The Star
members must be Primaris.
Phantoms’ tactics and organization are
often compared to the Dark Angels’, but
Beacon of the Emperor: The Sons of the
the two chapters deny any connection
Phoenix have started to earn a
and seem to vehemently hate each other.
A Star Phantom suffers a +3DN penalty cunning strategy, usually involving
to interaction tests with Dark Angels and vehicle charges with artillery support.
their successors.
Thunder’s Call: Blade in hand, Storm
Steel Confessors Wardens loudly issue challenges to those
enemies they deem worthy to face them.
Primarch: Ferrus Manus A Storm Warden may spend a Glory as a
free action to issue a Thunder’s Call,
An attempt at creating a chapter
picking out a specific threat. So long as
subservient to the Machine God, the
he spends his next action(s) attempting
Adeptus Mechanicus had the Steel
to engage that enemy in melee, the target
Confessors secretly created using the
of the Call suffers a +½ Rank DN penalty
Iron Hands’ gene-seed. Discovered by the
to all attacks against targets that are not
Inquisition, the Confessors were made
the Warden, and the Warden gains +½
an independent chapter, but still retain
Rank bonus dice to all melee attacks
close ties to the Mechanicum, with their
against the target until the target is dead
homeworld, Kalevala, being a forge
or combat has ended. Only one enemy
world.
may be the target of a specific Storm
The Machine God’s Own: Though not Warden’s Thunder’s Call at a time.
explicitly beholden to the Adeptus
My Oath is My Bond (Tradition): A Storm
Mechanicus, the Steel Confessors
Warden who breaks his word is without
maintain a special relationship with
honor, and to purposefully use a false
Mars, and are favored in many areas. A
oath to deceive an enemy is the lowest
Steel Confessor gains +1d to Influence
cowardice. If the Storm Warden says
tests to acquire technological items and a
that he will perform an action, and then
-Rank DN bonus to Interaction tests with
does not at least earnestly attempt to
those with the Adeptus Mechanicus
perform that action, then the GM gains 2
keyword.
ruin.
Unforgiving (Tradition): The Steel
Subjugators
Confessors despise weakness and
corruption. When a Steel Confessors
Primarch: Rogal Dorn
Space Marine fails a Corruption test, the
GM gains 2 Ruin rather than 1.
There are fewer sights more worthy of
Storm Wardens universal dread and despair from all
sides of a conflict than the arrival of the
Primarch: Unknown Subjugators. One of the most brutal and
vicious chapters in known existence,
Clannish and aloof, the Storm Wardens they often prefer to simply enact acts of
rarely associate with those outside their mass extermination or genocide to
own chapter. Personal honor and oaths pacify rebellion, making them feared
are sacred, and a Storm Warden would amongst other Imperial Guard forces
sooner die than break his word, or allow and despised by many other Astartes,
his companions to fall while under his especially the Salamanders.
protection. Often getting into what
appears to be large arguments the night Wetwork: Subjugators are extermination
before battle, the Storm Wardens and purgation specialists, and they take
nonetheless will have developed a
pride in their work doing so. If a the chapter has two chapter masters, one
Subjugator ends a combat with no to direct the defense against Chaos and
surviving hostiles, the Subjugator adds 2 one to lead the chapter’s forces when
Glory to the Glory pool. crusading.
Wargear: Aquila power armor with Skill: Ballistic Skill (4), Weapon Skill (4),
psychic hood, bolt pistol, force sword or Intimidate (5), Leadership (4)
force staff, 3 frag and krak grenades
Benefits
Keywords: Imperium, Psyker, Adeptus Keywords: Imperium, Adeptus Astartes,
Astartes, <Chapter> Adeptus Ministorum, <Chapter>
Influence Bonus: +3
Chaplain Litanies of Hate: A Chaplain may make
an Intimidate test once per combat as an
action, opposed by a Leadership test by
“You can beg for mercy all you wish. Your one of the enemies present in the combat
life was forfeit the moment you betrayed (GM’s choice). If successful, the chaplain
the Emperor, and you shall serve as an grants a +Rank bonus to the melee
example to all others who foolishly attacks of all allies that can hear him for
consider such actions.” the Chaplain’s willpower in rounds.
--Chaplain Elrich of the Black Templars
before executing the commander of a
Wargear: Aquila power armor, bolt Influence Bonus: +1
pistol, Crozius Arcanum, 3 frag and krak
grenades, Rosarius, skull helm Intercessor Focus: When firing a bolt
rifle (any variant) or heavy bolt pistol, an
Intercessor gains a +Rank bonus to
attack rolls.
PRIMARIS ARCHETYPES
Wargear: Mark X Tacticus power armor,
bolt rifle, heavy bolt pistol, Astartes
combat knife, 3 frag and krak grenades.
Primaris Intercessor
Wargear: Mark X Tacticus power armor, Terror Troops: Reivers know how to
plasma incinerator, pistol, Astartes attack from the shadows and intimidate
combat knife, 3 frag and krak grenades. their enemies via their very presence. A
Reiver adds +Rank to intimidate tests.
Skill: Ballistic Skill (4), Weapon Skill (4), Skill: Ballistic Skill (5), Weapon Skill (4)
Pilot (4)
Benefits
Benefits
Keywords: Imperium, Adeptus Astartes,
Keywords: Imperium, Adeptus Astartes, Primaris, <Chapter>
Primaris, <Chapter>
Influence Bonus: +1
Influence Bonus: +1
Storm of Flame and Iron: An Aggressor
Crushing Charge: When an Inceptor ignores the penalties for running and
wearing a jump pack makes a charge, firing Assault weapons. If an Aggressor
roll Rank d6s. For each 6, the target of does not move on a turn it fires any
the charge takes a Mortal Wound before ranged weapons, double the Salvo rating
the attack is resolved. of its ranged weapons.
Wargear: Mark X Gravis power armor Wargear: Mark X Gravis power armor,
with shock absorbers, jump pack, two auto boltstorm gauntlets, fragstorm
assault bolters. grenade launcher.
“They won’t stop! Get the lascannon! Get “What is your verdict, Apothecary?”
the--” “The damage is too extensive. However, it
--Intercepted heretical transmission from may not be the end of his service, Chapter
the operational area of a squad of Master.”
Nemesis Chapter Aggressors --Primaris Apothecary Aman to Gabriel
Seth, recommending Dreadnought status
for a critically wounded 1st Company
Unleashing hails of bolts, tearing apart Veteran
vehicles with crackling fists, scorching
buildings to the ground, the Aggressors
are forces of pure destructive might. With the advent of the Primaris Marine,
Bulky but purposeful, an Aggressor is the traditional specialist positions were
fully capable of fighting either at range altered in many ways. While the purpose
or in melee, leaving nowhere for their of the apothecary remained the same,
targets to run or hide. the tools of his trade changed
significantly. Rather than an
Build Point Cost: 95 arm-mounted narthecium, a Primaris
Apothecary has a set of medical
Prerequisites
mechadendrites on his backpack that
Tier: 4 serve similar functions, while leaving
the marine’s hands free to perform
whatever actions he needs. In addition, --Primaris Librarian Ceresh of the Blood
the reductor, critical for the recovery of Ravens to Kaban, Prince of Tzeentch
geneseed, has been incorporated into a
short-ranged pistol.
Just as some applicants to the Adeptus
Build Point Cost: 80 Astartes have psychic potential, so too do
some who strive to become Primaris. To
Prerequisites better serve their chapter, they also join
the Librarius, and apart from their
Tier: 3
enhanced biologies, their duties and
Species: Primaris Astartes responsibilities are much the same as a
normal Librarian. However, they excel
Attribute: Strength 4, Agility 4, on the field of battle, often fighting at the
Toughness 4, Intellect 5 front lines or providing fire support
while speaking blessings upon his allies
Skill: Ballistic Skill (4), Weapon Skill (4), and banes upon his foes.
Medicae (5), Scholar (5)
Build Point Cost: 90
Benefits
Prerequisites
Influence Bonus: +2
Tier: 4
Prime Helix: An Apothecary adds +Rank
to the number of wounds he heals when Species: Adeptus Astartes
performing first aid. He gains +Rank
Attribute: Strength 4, Agility 4,
bonus dice to all Scholar and Medicae
Toughness 4, Willpower 5
tests he makes regarding Adeptus
Astartes or Primaris Astartes. An Skill: Ballistic Skill (4), Weapon Skill (4),
Apothecary will never willingly leave Psychic Mastery (5), Scholar (4)
recoverable gene-seed behind, and is
duty-bound to recover any that can be. Special: May not be taken by a marine of
the Black Templars chapter.
Wargear: Tacticus Mark X power armor
with diagnostor helmet, absolvor bolt Benefits
pistol, reductor pistol, narthecium
mechadendrites, 3 frag and krak Influence Bonus: +2
grenades
Psyker: A Primaris Librarian begins play
Keywords: Imperium, Adeptus Astartes, with one minor or Librarius psychic
Primaris, <Chapter> power and the smite psychic power.
They may purchase additional Minor
psychic powers, Librarius psychic
powers, and powers from up to one
Primaris Librarian
other discipline, subject to Tier
restrictions.
“My soul is guarded by the Emperor; my Wargear: Tacticus Mark X power armor
will is guided by his hand. A self-serving with psychic hood, heavy bolt pistol,
monster such as you has no such power.”
force sword or force staff, 3 frag and Influence Bonus: +3
krak grenades
Litanies of Hate: A Chaplain may make
Keywords: Imperium, Psyker, Adeptus an Intimidate test once per combat as an
Astartes, <Chapter> action, opposed by a Leadership test by
one of the enemies present in the
combat. If successful, the chaplain grants
Primaris Chaplain a +Rank dice bonus to the melee attacks
of all allies that can hear him for the
Chaplain’s willpower in rounds.
“Rise, and take your bolters in hand. We
bring our vengeance to bear tonight, and Wargear: Tacticus Mark X power armor,
the Emperor himself will be made proud absolvor bolt pistol, Crozius Arcanum, 3
by the death we craft in his name.” frag and krak grenades, Rosarius, skull
--Tacitus Engall, Primaris Chaplain of the helm
Marines Errant before a boarding action
After having served the chapter for more Benefits: The marine gains a +1 to
years than he can count and slain as Influence. In circumstances where he is
many foes, a marine may be deemed being dispatched on duties for his
worthy to join the First Company of his Chapter, he may wear a suit of
chapter. Veteran status comes with many Indomitus Terminator Armor at the GM’s
responsibilities, but ultimately is a approval, equipped with a Storm Bolter
position that many marines strive for and Power Fist (though he may exchange
and it grants them access to some of the these with any personal weapons that
best wargear in the Chapter. are Terminator-compatible). He
forevermore treats all Terminator Armor
Benefits: The marine becomes able to as one rarity lower for the purposes of
mark his armor with the colors of the Acquisition.
First Company. If his archetype came
with a Boltgun, it may be replaced with a
Special Issue Boltgun (transferring all
Company Champion
upgrades) and if it came with a
chainsword, it may be replaced with a BP Cost: 15
Power Sword or Axe. Veterans treat all Prerequisites: Rank 4+ or Tier 4, Rank
Special bolt ammunition as one rarity 2+ or Tier 5; Weapon Skill 5+, must have
lower for the purposes of Acquisition. defeated at least one Adversary-level
threat in single, melee combat.
Bolt Weapons
Heavy Bolt Pistol 10+1ED -1 24m 1 Brutal, Pistol 7 Very Rare Bolt,
Imperium,
Adeptus
Astartes,
Primaris
Absolvor Bolt Pistol 12+1ED -1 32m 1 Brutal, Pistol 8 Very Rare Bolt,
Imperium,
Adeptus
Astartes,
Primaris
Auto Boltstorm Gauntlets 10+1ED 0 36m 6 Brutal, 12 Very Rare Bolt, Power
(shooting)* Assault Field
Imperium,
Adeptus
Auto Boltstorm Gauntlets 7+2ED -3 -- -- Brutal, -- Astartes,
(melee) Unwieldy (2) Primaris,
Gravis
Boltstorm Gauntlet (shooting) 10+1ED 0 36m 3 Brutal, Pistol 10 Very Rare Bolt, Power
Field
Imperium,
Boltstorm Gauntlet (melee) 7+2ED -3 -- -- Brutal, -- Adeptus
Unwieldy (2) Astartes,
Primaris,
Gravis
Flame Weapons
Flamestorm Gauntlets 10+1ED 0 16m 2 Assault, Blast 13 Very Rare Fire, Power
(shooting)* (Large), Field
Blaze, Imperium,
Spread Adeptus
Astartes,
Primaris,
Flamestorm Gauntlets (melee) 7+2ED -3 -- -- Brutal, -- Gravis
Unwieldy (2)
Las Weapons
Plasma Weapons
Heavy Plasma Incinerator 16+1ED -4 72m 2 Heavy (4), 8 Very Rare Plasma,
Supercharge Imperium,
Adeptus
Astartes,
Primaris
Melta Weapons
Grav Weapons
Volkite Weapons
Fragstorm Grenade Launcher 10+1ED 0 36m 1 Assault, Blast 6 Very Rare Explosive,
(Medium) Imperium,
Adeptus
Astartes,
Primaris,
Gravis
* The profile listed is for a pair of gauntlets, but they are always treated as a single weapon. If something
happens that prevents one gauntlet from being fired, halve the Salvo rating for the purposes of attacking
with the remaining gauntlet.
⁺ This weapon also functions as a Reductor. This weapon is only issued to Primaris Apothecaries and cannot
be requisitioned by other marines.
^ This weapon cannot be fired from launchers.
¹ In addition to the normal benefits, spending a Reload to Salvo with a Cyclone Missile Launcher allows the
wielder to attack a specific enemy with two missiles. To resolve this, make a single attack and double the
missile’s damage value and ED, then double the target’s Resilience.
² This weapon deals no damage; instead, all caught in the blast must make a DN 4 Toughness test or be
staggered for d3 rounds, suffering -2d to all hit rolls and losing any held actions or Overwatch.
MELEE WEAPONS
Chain Weapons
Chain Fist 7+3ED -4 Brutal, Unwieldy (3) 10 Very Rare Chain, Power Field,
Imperium, Adeptus
Astartes, Chaos
Power Weapons
Power Fist 7+2ED -3 Brutal, Unwieldy (2) 8 Very Rare Power Field,
Imperium, Adeptus
Astartes
Force Weapons
Force Hammer 6+2ED -3 2m Force, Unwieldy (2) 7 Very Rare Force, Imperium,
Inquisition,
Two-Handed,
Adeptus Astartes
* The weapon grants the wielder a +1d bonus to Psychic Mastery tests while wielded
ARMOR
Mk. III “Iron” ⁺ 6 Powered (4) 9 Unique Powered, Imperium, Adeptus Astartes
Mk. IV “Maximus” 5 Powered (3) 9 Very Rare Powered, Imperium, Adeptus Astartes
Mk. V “Heresy” 5 Powered (3) 9 Very Rare Powered, Imperium, Adeptus Astartes
MK. VI “Corvus” 5 Powered (3) 8 Very Rare Powered, Imperium, Adeptus Astartes
Mk. VII “Aquila” 5 Powered (3) 8 Very Rare Powered, Imperium, Adeptus Astartes
Mk. VIII “Errant” 5 Powered (3) 9 Very Rare Powered, Imperium, Adeptus Astartes
Primaris Armor
Tacticus Mark X Power Armor 5 Powered (4) 9 Very Rare Primaris, Powered, Imperium,
Adeptus Astartes
Gravis Mark X Power Armor 5 Powered (4) 10 Very Rare Primaris, Gravis, Powered, Imperium,
Adeptus Astartes
Terminator Armor
Cataphractii Terminator Armor ⁺ 8 Powered (5), 13 Unique Powered, Imperium, Adeptus Astartes
Cumbersome, Bulk
(1)
Indomitus Terminator Armor 7 Powered (5), 10 Unique Powered, Imperium, Adeptus Astartes
Cumbersome
Tartaros Terminator Armor 7 Powered (5), 12 Unique Powered, Imperium, Adeptus Astartes
Cumbersome
Storm Shield *2 Bulk (1), Force 8 Unique Force Field, Imperium, Adeptus
Shield, Shield Astartes, Adeptus Ministorum,
Inquisition
⁺ These Marks of armor are not freely available for requisition, as they are considered relics of the Imperium.
The approval of the character’s superiors must be obtained before they can be granted the right to wear it,
usually requiring at least a rank of 4+ or great deeds to have been performed.
SHIELDS
Cataphractii Terminator Armor
Used mostly during the Great Crusade,
this ancient armor pattern shares much Combat Shield
in common with the Mark III “Iron” A design that has not changed since the
suits, in that it is designed for durability earliest days of combat, a Combat Shield
over mobility. In M41, each suit is a holy is merely a sizable piece of armor plating
relic, with a long and storied past, and carried in the off-hand of the bearer.
even many first founding chapters have Those designed for Astartes are as
only a handful of suits. Cataphractii durable as they come and are favored by
armor gives the wearer a -2DN bonus to marines that prefer a defensive melee
Interaction and Leadership tests with style.
those who have the Adeptus Astartes
keyword. Storm Shield
Created by applying a force field
Indomitus Terminator Armor generator to a shield, those marines that
Due to the STC for its creation being held need extra defense often trade the ability
by the forges of Mars, Indomitus-Pattern to carry multiple weapons for one of
Tactical Dreadnought Armor is the these defensive marvels. A Terminator
standard type, used by countless with a storm shield is one of the most
chapters throughout the Imperium. impenetrable things on any battlefield.
While each suit takes months, if not
years to construct, they are at least
relatively common and their
construction is at least possible.
Going Without a Helmet
While the advantages of wearing a helmet in live combat are obvious, there are many
reasons for which a marine may choose not to do so. Some merely prefer to observe the
battlefield without the filters of auto-senses; some believe it gives them a closer
connection to those under their command; some find it an act of defiance, a challenge to
enemy snipers and the like. In any case, it is often seen as an act of bravery by other
marines, trusting in the gifts of the Emperor’s design above mere machine, often
inspiring them to perform actions of similar daring. Going without a helmet has the
following benefits and penalties.
● Obviously, the armor’s AV is not added to called shots against the head.
● The suit is no longer environmentally sealed.
● The vox link in the suit’s collar still functions, but can only transmit--a separate
vox-bead is needed to hear transmissions.
● The Preysense function of the helmet is not granted.
● The character adds +½ Rank bonus dice to Interaction and Leadership tests
regarding those with the Adeptus Astartes keyword.
● At the GM’s discretion, the character may gain an extra BP when BP is awarded.
However, there are circumstances when a helmet must be put on, sometimes quickly.
Putting on and removing a helmet can be done as an Action, granting the armor
immediately and restoring the Vox Link and Preysense functions at the beginning of the
marine’s next turn. If a full environmental seal is required, putting the helmet on
requires a Full Action , with the secondary functions similarly returning at the beginning
of the wearer’s next turn.
UPGRADES
Armor Upgrades/Attachments
Weapon Upgrades
*These items are issued only to Marines that are part of certain archetypes and are only available to others
at the GM’s allowance.
While the average Astartes is a force to can be found at the end of this section.
be reckoned with, few chapters would be Upgrade Options may be acquired after
able to operate without the legions of the vehicle has been obtained, and the
vehicles available to them. From the influence test to acquire them includes
humble Rhino to the mighty the installation of the upgrade on the
Thunderhawk, a properly utilized war vehicle.
machine can be the turning point in a
battle. Optional Rule: Weapon Facing
Cruising Speed 24m; Defence 3; Wounds 15; Keywords: Imperium, Adeptus Astartes,
Resilience 15; Crash-Webbing, Sealed, Tracked <Chapter>
Keywords: Imperium, Adeptus Astartes, Cruising Speed 20m; Defence 3; Wounds 25;
<Chapter> Resilience 19; Sealed, Tracked
Cruising Speed 20m; Defence 3; Wounds 25; Heavy onslaught gatling cannon (12+2ED; AP -1;
Resilience 19; Sealed, Tracked Range 60m; Salvo 12; Brutal, Heavy [6]) or
Las-talon (18+3ED; AP -3; Range 48m; Salvo 2;
Weapons: Twin assault cannon (14+2ED; AP -1; Heavy [8], Steadfast)
Range 48m; Salvo 12; Heavy [8])
Hull Twin heavy bolter (12+2ED; AP -1; Range
2x Sponson Flamestorm Cannons (14+2ED; AP -2; 60m; Salvo 6; Brutal, Heavy [6]) or
Range 16m; Salvo 2; Blast (Large), Blaze, Heavy Hull Twin lascannon (18+3ED; AP -3; Range 150m;
[8], Spread) Salvo 2; Heavy [8], Steadfast)
Power of the Machine Spirit: Those operating a Ironhail heavy stubber (10+2ED; AP-1; Range 72m;
Land Raider’s weapons suffer no penalties to hit Salvo 3; Heavy [4]) or
due to moving faster than the vehicle’s cruising Onslaught gatling cannon (12+2ED; AP -1; Range
speed. 48m; Salvo 6; Brutal, Heavy [6])
Frag Assault Launchers: When performing a Icarus Ironhail heavy stubber (10+2ED; AP-1;
ram action, before determining damage, roll a d6 Range 72m; Salvo 3; Heavy [4], Icarus) or
Icarus rocket pod (15+1ED; AP-1; Range 48m;
Salvo 2; Blast (Small), Heavy [6], Icarus) or
Storm bolter (10+1ED; AP 0; Range 40m; Salvo 4;
Brutal, Rapid Fire [2]) or Land Speeder
Fragstorm grenade launcher (10+1ED; AP 0; Range
Created using the grav-plating of the great Magos
36m; Salvo 1; Assault, Blast (Medium))
Arkhan Land, the machine named in his honor is
2x Krakstorm grenade launchers (14+2ED; AP -1; a lightning-fast light recon vehicle. Though armed
Range 36m; Salvo 1; Assault, Blast (Small)) and able to fight independently, the Land
speeder’s true power comes from its ability to
2x Storm bolters (10+1ED; AP 0; Range 40m; Salvo provide intelligence to the rest of an army, acting
4; Brutal, Rapid Fire [2]) or as the vanguard. If needed, it can also be used as a
2x Fragstorm grenade launchers (10+1ED; AP 0; harasser vehicle, keeping the enemy from
Range 36m; Salvo 1; Assault, Blast (Medium)) devoting their full attention to the main battle
force. Either way, many chapters that employ
Auto launchers (Must be used before firing any hit-and-run tactics make heavy use of Land
other weapons in a round, Vehicle cannot fire speeders.
other weapons this round, but increases its
defense by 2 until its next turn) or Crew: 1 Pilot, 1 Co-pilot/Gunner
2x Fragstorm grenade launchers (10+1ED; AP 0;
Range 36m; Salvo 1; Assault, Blast (Medium)) Cruising Speed 32m; Defence 5; Wounds 12;
Resilience 14; Hover, Gyro-Stabilised, Open Top
Ironhail heavy stubber (10+2ED; AP-1; Range 72m;
Salvo 3; Heavy [4]) Weapons: Choose one of the following:
Repulsor Field: A non-vehicle character must ● Heavy bolter (12+2ED; AP -1; Range 60m;
make a DN 4 strength test to move within 2m of a Salvo 3; Brutal, Heavy [4])
Repulsor. If a Repulsor moves within 2m of a ● Multi-melta (16+3ED; AP-4; 48m; Salvo 1;
non-vehicle character, the character must make Heavy, Melta) (Value +2)
the same test or be pushed back until it is 2m
A Land speeder may also take one of the following
away. If there is not enough space to move back,
(+1 Value):
the enemy is treated as having been rammed by
the Repulsor at half cruising speed. Any who end ● Assault cannon (14+2ED; AP -1; Range
up underneath a Repulsor take damage as though 48m; Salvo 6; Heavy [8])
they were being rammed by the Repulsor moving ● Heavy flamer (12+2ED; AP -1; Range 16m;
at cruising speed every turn at the beginning of Salvo 2; Blast [Large], Blaze, Heavy [6],
the character’s turn. The Repulsor takes no Spread)
damage from crushing an enemy using its ● Typhoon missile launcher (Choose one
Repulsor Field, but it does take damage from mode per attack)
normal ramming attempts. ○ Frag missile (10+2ED; AP 0;
Range 150m; Salvo 2; Blast
Power of the Machine Spirit: Those operating a
[Large])
Repulsor’s weapons suffer no penalties to hit due
○ Krak missile (16+3ED; AP -2;
to moving faster than the vehicle’s cruising speed.
Range 150m; Salvo 2; Blast
Value: 20 (Very Rare) [Small])
Fast Attack
Land Speeder Storm Remote Control: As long as a <Chapter>
Techmarine is within 6m of the Thunderfire
Designed as a fast transport for scout marines, the Cannon, the Techmarine may fire its weapon as if
Land Speeder Storm strips out most everything he were wielding it. If there are no <Chapter>
except the most structurally integral parts in Techmarines within 6m, the Cannon can do
order to make room for up to five scouts, in nothing, not even move.
addition to the pilot of the vehicle. With so many
passengers, the Storm cannot support the added Value: 8 (Rare)
weight of power armor, and so regular marines
do not make use of the Storm speeder. Keywords: Imperium, Adeptus Astartes,
<Chapter>
Crew: 1 Pilot, 1 Co-pilot/Gunner (Cannot wear
powered armor)
Passengers: 4 (Cannot wear powered armor)
Predator
Cruising Speed 32m; Defence 5; Wounds 14;
An extremely common heavy support vehicle, the
Resilience 14; Hover, Gyro-Stabilised, Open Top
Predator is the main battle tank of the Adeptus
Weapons: Heavy bolter (12+2ED; AP -1; Range Astartes. Capable of loading out for
60m; Salvo 3; Brutal, Heavy [4]) anti-personnel, anti-vehicle, or a combination, it is
no overstatement to say that the Predator is a
Cerberus launcher (10+1ED; AP 0; Range 36m; highly versatile staple of any Astartes chapter and
Salvo 1; Heavy [6], Blast (Medium)) has turned the tide of countless battles.
Keywords: Imperium, Adeptus Astartes, Cruising Speed 24m; Defence 3; Wounds 17;
<Chapter> Resilience 15; Crash-Webbing, Sealed, Tracked
Weapons:
Cruising Speed 6m; Defence 3; Wounds 8; Upgrade Options: Extra Storm Bolter,
Resilience 15; Tracked, Gyro-Stabilised Hunter-Killer Missile
Upgrade Options: Extra Storm Bolter, Upgrade Options: Extra Storm Bolter,
Hunter-Killer Missile Hunter-Killer Missile
Vindicator Stalker
Effectively built around a single massive gun, the Though similar to the Hunter in its purpose, the
Vindicator is a short-ranged artillery piece Stalker is designed more to shoot down light
designed to obliterate the walls of a fortress, but it aircraft, equipped with twin tri-barrel
does equally effective work against vehicles, stormcannons that fill the air with lethal flak. The
buildings, and if needed, infantry. targeting cogitators must be made from the most
skilled brains, so that their accuracy in life may be
Crew: 1 Pilot, 1 Gunner transferred to the machines.
While considered the most basic chassis, only a Cruising Speed 12m; Defence 4; Wounds 14;
fool would underestimate it. Able to be equipped Resilience 15; Sealed, Walker, Gyro-Stabilized
with a variety of weapons, most who are reborn
as a Dreadnought start with this as their new Right Arm Options:
body.
● Assault cannon (14+2ED; AP -1; Range
Crew: 1 Pilot 48m; Salvo 6; Heavy [8])
● Heavy plasma cannon (15+2ED; AP -3;
Cruising Speed 12m; Defence 4; Wounds 14; Range 72m; Salvo 2; Heavy [8], Blast
Resilience 15; Sealed, Walker, Gyro-Stabilized (Medium), Spread, Supercharge)
● Multi-melta (16+3ED; AP -4; Range 48m;
Weapons: Left Arm: Salvo 1; Heavy [8], Melta)
● Twin lascannon (18+3ED; AP -3; Range
Dreadnought Close Combat Weapon (22+3ED, 150m; Salvo 2; Heavy [8], Steadfast)
AP-3) with
Underslung storm bolter (10+1ED; AP 0; Range Left Arm:
40m; Salvo 4; Brutal, Rapid Fire [2]) or
Underslung heavy flamer (12+2ED; AP -1; Range Dreadnought Missile Launcher (Choose one mode
per attack)
● Frag missile (10+2ED; AP 0; ● Underslung heavy flamer
Range 150m; Salvo 1; Blast (12+2ED; AP -1; Range 16m; Salvo
[Large]) 2; Blast [Large], Blaze, Heavy [6],
● Krak missile (16+3ED; AP -2; Spread)
Range 150m; Salvo 1; Blast
[Small]) Upgrade Options: Up to 2 Hunter-Killer Missiles
Crew: 1 Pilot
Venerable Dreadnought
Cruising Speed 12m; Defence 4; Wounds 14;
Resilience 17; Sealed, Walker, Gyro-Stabilized A marine who has served as a dreadnought for
years upon end, such that few alive remember his
Weapons: Select one for each arm: entombment may be granted Venerable status. In
addition to being some of the most experienced
Right Arm: fighters in the Imperium, Venerable
Dreadnoughts often bear protective sigils and
● Dreadnought close combat weapon
long golden scrolls of their past victories, to the
(22+3ED, AP-3) with
point where very little of their chassis is not
Underslung storm bolter (10+1ED; AP 0;
covered in shining tributes to their service. It
Range 40m; Salvo 4; Brutal, Rapid Fire [2])
takes more than mere firepower to bring down
or
such a dedicated servant of the Emperor, much to
Underslung heavy flamer (12+2ED; AP -1;
the chagrin of most aliens and heretics.
Range 16m; Salvo 2; Blast [Large], Blaze,
Heavy [6], Spread) Crew: 1 Pilot
● Hurricane bolter (10+1ED; AP 0; Range
40m; Salvo 6; Brutal, Rapid Fire [6]) Cruising Speed 12m; Defence 4; Wounds 15;
Resilience 16; Sealed, Walker, Gyro-Stabilized
Left arm:
Weapons:
● Seismic hammer (22+5ED, AP-4, Unwieldy
[2]) Left Arm:
● Dreadnought chainfist (22+4ED, AP-4)
● Dreadnought close combat weapon
Both left arms come with: (22+3ED, AP-3) with
Underslung Storm bolter (10+1ED; AP 0;
● Underslung meltagun (16+2ED;
Range 40m; Salvo 4; Brutal, Rapid Fire [2])
AP -4; Range 24m; Salvo 1;
or
Assault, Melta)
Underslung heavy flamer (12+2ED; AP -1; Internal combi-bolter (10+1ED; AP 0; Range 40m;
Range 16m; Salvo 2; Blast [Large], Blaze, Salvo 4; Brutal, Rapid Fire [2])
Heavy [6], Spread)
● Dreadnought missile launcher (Choose Right Arm:
one mode per attack)
● Kheres-pattern assault cannon (16+2ED;
○ Frag missile (10+2ED; AP
AP -1; Range 48m; Salvo 6; Heavy [8])
0; Range 150m; Salvo –;
● Multi-melta (16+3ED; AP-4; 48m; Salvo 1;
Blast [Large])
Heavy, Melta)
○ Krak missile (16+3ED; AP
● Dreadnought close combat weapon
-2; Range 150m; Salvo –;
(24+3ED, AP-3) with
Blast [Small])
Internal combi-bolter (10+1ED; AP 0;
Right Arm: Range 40m; Salvo 4; Brutal, Rapid Fire [2])
● Assault cannon (14+2ED; AP -1; Range Atomantic Shielding: This vehicle may attempt
48m; Salvo 6; Heavy [8]) to soak Mortal Wounds.
● Heavy plasma cannon (15+2ED; AP -3;
Unstoppable Fury: If this vehicle is equipped
Range 72m; Salvo 2; Heavy [8], Blast
with two Dreadnought close combat weapons, the
(Medium), Supercharge)
pilot may re-roll unmodified dice results of 1
● Multi-melta (16+3ED; AP -4; Range 48m;
when rolling to hit in melee (except for
Salvo 1; Heavy [8], Melta)
Complications).
● Twin lascannon (18+3ED; AP -3; Range
150m; Salvo 2; Heavy [8], Steadfast) Value: 16 (Unique)
Keywords: Imperium, Adeptus Astartes, Designed by the great Belisarius Cawl, the
<Chapter> Redemptor was designed for use by those
Primaris who were unable to continue fighting
from their wounds. While it is compatible with
normal marines, the high stress of piloting the
Contemptor Dreadnought
vessel and the intense energies involved in the
Relics of the Great Crusade, each Contemptor dreadnought’s construction mean that few
Dreadnought stands tall, even higher than other non-Primaris have the strength to do so. For those
dreadnoughts. Its ancient frame is powerful even who master this machine, the sheer amount of
by dreadnought standards, and rare beyond firepower that can be brought to bear is
compare. To be granted the company of a unmatched.
Contemptor is to be in the presence of one of the
Crew: 1 Pilot
most powerful champions of the Emperor.
Cruising Speed 16m; Defence 4; Wounds 18;
Crew: 1 Pilot
Resilience 15; Sealed, Walker, Gyro-Stabilized
Cruising Speed 18m; Defence 4; Wounds 15;
Weapons:
Resilience 16; Sealed, Walker, Gyro-Stabilized
Redemptor Fist (24+3ED, AP-3) with
Weapons: Dreadnought close combat weapon Underslung onslaught gatling cannon (12+2ED; AP
(24+3ED, AP-3) with -1; Range 48m; Salvo 6; Brutal, Heavy [6]) or
Underslung heavy flamer (12+2ED; AP -1; Range ● Arachnus heavy lascannon battery
16m; Salvo 2; Blast [Large], Blaze, Heavy [6], (20+3ED; AP-4; Range 150m; Salvo 2;
Spread) Heavy [8], Steadfast, If at least one
Exalted Icon is shifted to damage, the
Icarus rocket pod (15+1ED; AP-1; Range 48m; target takes a mortal wound) (Value +1)
Salvo 2; Blast (Small), Heavy [6], Icarus) ● Hellfire plasma carronade (16+3ED; AP-3;
Range 48m; Salvo 5; Heavy [8];
One of the following:
Supercharge)
● Heavy onslaught gatling cannon (12+2ED;
Body:
AP -1; Range 60m; Salvo 12; Brutal, Heavy
[6]) ● Twin heavy bolter (12+2ED; AP -1; Range
● Macro plasma incinerator (16+1ED; AP-4; 60m; Salvo 6; Brutal, Heavy [6])
Range 70m; Salvo 1; Heavy [8], ● Twin heavy flamer (12+2ED; AP -1; Range
Supercharge; Blast (Medium)) 16m; Salvo 4; Blast [Large], Blaze, Heavy
[6], Spread)
One of the following:
Shoulders:
● 2x Storm bolters (10+1ED; AP 0; Range
40m; Salvo 4; Brutal, Rapid Fire [2]) ● Aiolos Missile Launcher (14+1ED; AP-1;
● 2x Fragstorm grenade launchers (10+1ED; Range 120m; Salvo 2; Heavy [8], Blast
AP 0; Range 36m; Salvo 1; Assault, Blast (Medium), Spread)
(Medium)) ● Atomantic pavaise: (Allies within 12m of
the Deredeo Dreadnought may attempt to
Value: 15 (Very Rare)
soak Mortal Wounds)
Keywords: Imperium, Adeptus Astartes,
Helical Targeting Array: At the beginning of the
<Chapter>
pilot’s turn, it may activate or deactivate its
Helical Targeting Array. While it is active, the
dreadnought may not move, but all weapons
Deredeo Dreadnought mounted on it gain the Icarus trait.
Crafted by the ancient Astartes Legions as a Layered Atomantic Shielding: This vehicle may
dedicated fire support platform, the Deredeo is attempt to soak Mortal Wounds. It receives a +2d
expressly created to support a firing line. It is bonus when attempting to soak wounds from
equipped with no close combat weapons, rather melee attacks.
every inch of the walker is covered in either
heavy armor or heavy weapons. Addition, while it Value: 17 (Unique)
possesses energy barriers to protect itself from
Keywords: Imperium, Adeptus Astartes,
ranged fire, it also may be upgraded to project a
<Chapter>
defensive shield over nearby allies.
Crew: 1 Pilot
Leviathan Dreadnought
Cruising Speed 14m; Defence 4; Wounds 19;
Only a few of these highly-lethal dreadnoughts
Resilience 15; Sealed, Walker, Gyro-Stabilized
were crafted during the latter days of the Great
Weapons: Choose one from each slot: Crusade. Designed mostly for siege operations,
many of the weapons available for a Leviathan
Arms: contain technology not seen since the Dark Age,
and those chosen to pilot them are of the sturdiest
● Anvilus autocannon battery (16+2ED; AP breed available to the Chapters that can afford to
-1; Range 72m; Salvo 8; Heavy [8]) field such a priceless relic. For those that can, the
Leviathan Dreadnought can shrug off anything shooting them down before they can reach their
short of a point blank melta blast with little target. With a wide array of weapons and
trouble, and violently devastate anything smaller countermeasures, any xenos or heretic would be
than a Titan in seconds with an array of arcane wise to beware a wing of Stormhawks.
technologies.
Crew: 1 Pilot
Crew: 1 Pilot
Cruising Speed 60m; Defence 6; Wounds 15;
Cruising Speed 16m; Defence 5; Wounds 19; Resilience 15; Hover, Vacuum Hardened
Resilience 18; Sealed, Walker, Gyro-Stabilized
Weapons: 2x Assault cannon (14+2ED; AP -1;
Weapons: Choose two from the list below (the Range 48m; Salvo 6; Heavy [8])
same weapon may be chosen twice)
One of the following:
● Cyclonic melta lance (18+3ED; AP-4; 36m;
Salvo 2; Heavy [8], Melta, Blast (Medium)) ● Icarus stormcannon (16+2ED; AP -1;
● Grav-flux bombard (18+2ED; AP-5; 36m; Range 96m; Salvo 3; Heavy [8], Icarus)
Salvo 2; Heavy [8], Grav, Blast (Medium), ● Las-talon (18+3ED; AP -3; Range 48m;
Increase this weapon’s Salvo rating by 2 Salvo 2; Heavy [8], Steadfast)
for every 5 enemies in a targeted mob)
One of the following:
● Leviathan siege claw (26+3ED, AP-3;
Brutal) with ● Twin heavy bolter (12+2ED; AP -1; Range
Underslung meltagun (16+2ED; AP -4; 60m; Salvo 6; Brutal, Heavy [6])
Range 24m; Salvo 1; Assault, Melta) ● Skyhammer missile launcher (15+3ED;
● Leviathan siege drill (26+4ED, AP-4) with AP-2; Range 120m; Salvo 3; Heavy [6];
Underslung meltagun (16+2ED; AP -4; ● Typhoon missile launcher (Choose one
Range 24m; Salvo 1; Assault, Melta) mode per attack)
● Storm cannon array (16+2ED; AP -2; ○ Frag missile (10+2ED; AP 0;
Range 48m; Salvo 10; Heavy [8]) Range 150m; Salvo 2; Blast
[Large])
Upgrade Options: Up to 3 Hunter-Killer Missiles
○ Krak missile (16+3ED; AP -2;
Reinforced Atomantic Barriers: This vehicle Range 150m; Salvo 2; Blast
may attempt to soak Mortal Wounds. It receives a [Small])
+2d bonus when attempting to soak wounds.
Interceptor: The Stormhawk’s systems are
Value: 20 (Unique) calibrated specially to attack flying enemies.
When attacking an aircraft or other flying enemy,
Keywords: Imperium, Adeptus Astartes, the Stormhawk may reroll unmodified dice
<Chapter> results of 1 when rolling to hit.
When the Space Marines expect enemy air Keywords: Imperium, Adeptus Astartes,
support, they call upon the Stormhawk. A <Chapter>
relatively light fighter, its speed makes it ideal for
meeting the advance of enemy aircraft and
The Stormraven Gunship may also take:
● Hull twin heavy bolter (12+2ED; AP -1; ● 2x Heavy bolters (12+2ED; AP -1; Range
Range 60m; Salvo 6; Brutal, Heavy [6]) 60m; Salvo 3; Brutal, Heavy [6])
● Hull twin multi-melta (16+3ED; AP -4; ● 2x Lascannons (18+3ED; AP -3; Range
Range 48m; Salvo 2; Heavy [8], Melta) 150m; Salvo 1; Heavy [8], Steadfast)
(Value +1) (Value +1)
● Hull Typhoon missile launcher (Choose ● Skyhammer missile launcher (15+3ED;
one mode per attack) AP-2; Range 120m; Salvo 3; Heavy [6];
○ Frag missile (10+2ED; AP 0; ● Typhoon missile launcher (Choose one
Range 150m; Salvo 2; Blast mode per attack)
[Large]) ○ Frag missile (10+2ED; AP 0;
○ Krak missile (16+3ED; AP -2; Range 150m; Salvo 2; Blast
Range 150m; Salvo 2; Blast [Large])
[Small]) ○ Krak missile (16+3ED; AP -2;
Range 150m; Salvo 2; Blast
2x Stormstrike Missile Launchers (16+3ED; AP-3; [Small])
Range 140m; Salvo 3; Blast [Large])
Strafing Run: Add +2d to attack rolls made ● Thunderhawk heavy cannon (16+3ED,
against ground targets. AP-2; Range 200m, Salvo 1; Heavy [10],
Spread, Blast (Very Large)
Value: 16 (Very Rare) ● Turbo-laser destructor (30+6ED, AP-4;
Range 200m, Salvo 2; Heavy [10], Target
Keywords: Imperium, Adeptus Astartes,
takes d3 mortal wounds for each damage
<Chapter>
die result of 6)
4x Twin heavy bolters (12+2ED; AP -1; Range 60m; Crew: 1 Pilot, 1 Co-Pilot, 1 Gunner, 1 Navigator
Salvo 6; Brutal, Heavy [6]) Passengers: 15 (May carry dreadnoughts, each
takes 5 spaces) + 1 Land Raider (or variant) or 2
One of the following:
smaller vehicles (Rhino, Predator, Vindicator, etc).
● Hellstrike battery (16+3ED; AP-3; Range Carried vehicles may themselves carry crew and
150m; Salvo 4; Heavy [10]) passengers.
● Thunderhawk cluster bombs: Once per
Cruising Speed 50m; Defence 4; Wounds 45;
deployment, at the start of its turn,
Resilience 21; Hover, Vacuum Hardened
choose up to 12 targets or one
vehicle/monstrous creature. So long as Weapons: 4x Twin heavy bolters (12+2ED; AP -1;
the Thunderhawk manages to fly over the Range 60m; Salvo 6; Brutal, Heavy [6])
target(s), roll a d6 for each target (if
targeting infantry) or 3d6 for the Hellstrike battery (16+3ED; AP-3; Range 150m;
vehicle/creature. For each die result of 5 Salvo 4; Heavy [10])
or 6, the target suffers d3 mortal wounds.
Power of the Machine Spirit: Those operating a
One of the following: Thunderhawk’s weapons suffer no penalties to hit
due to moving faster than the vehicle’s cruising
speed.
Value: 50 (Unique)
Upgrade Options
Unlike the psykers of the Adeptus Astra Telepathica, most Librarians are highly respected
and allowed a degree of autonomy. Over the millennia, the psykers of most chapters
have developed cohesive sets of powers that they consider their own. The Librarius
Discipline is the most famous, though chapters that diverge more strongly from the
Codex add to these books of spells with their own, stranger abilities.
Librarius Discipline
Veil of Time 15 6 Action Sustained 40m Yes Adeptus Grants the target the ability
Astartes, to interfere with the
Psychic standard flow of time
Might of Heroes 15 6 Action Sustained 25m Yes Adeptus Fills the target with psychic
Astartes, might, enhancing their
Psychic strength and durability
Psychic Scourge 15 Target’s Action Instant 40m No Adeptus Forces a battle of wills,
Willpower Astartes, harming and stunning the
(Opposed) Psychic enemy if the psyker wins
Fury of the Ancients 15 Target’s Action Instant 25m No Adeptus Selects a target for the
Defense Astartes, psyker’s wrath, harming all
Psychic enemies in the way
Psychic Fortress 15 5 Full Sustained 40m Yes Adeptus Places a shield of energy,
Action Astartes, protecting against the warp
Psychic and reinforcing the will
Null Zone 15 8 Full Sustained 15m No Adeptus Purges psychic energies and
Action Astartes, protective fields from an
Psychic area
Null Zone
Point Cost: 15
DN: 8
Activation: Full Action
Duration: Sustained
Range: 15m (Radius)
Multi-target: No
Keywords: The psyker unleashes the full
might of his mind to cast down his
opponent’s defences, both technological
and mystical, rendering them vulnerable
to the retribution of the Adeptus
Astartes. If successful, for as long as the
power is sustained, each enemy psyker
within range must subtract 1 from the
result of each die on Psychic Mastery
tests. In addition, enemies may not
attempt to soak Mortal Wounds while
within range or benefit from armor with
the Force Shield trait.
Potency: [2] The range of the power
increases by 5m.
*[3] Enemy psykers must subtract 2 from
the result instead.